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[Refactor] #39963 Changed inclusion for spells.h to process-effect.c
[hengband/hengband.git] / src / floor.c
index 6d667d9..83a4ec9 100644 (file)
 #include "world.h"
 #include "player-effects.h"
 #include "object.h"
-#include "object-hook.h"
 #include "artifact.h"
-#include "objectkind.h"
+#include "object/object-kind.h"
 #include "trap.h"
+#include "effect/spells-effect-util.h"
 
 /*
  * The array of floor [MAX_WID][MAX_HGT].
@@ -90,7 +90,7 @@ void place_locked_door(player_type *player_ptr, POSITION y, POSITION x)
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
        {
-               place_bold(player_ptr, y, x, gb_floor);
+               place_bold(player_ptr, y, x, GB_FLOOR);
                return;
        }
 
@@ -113,7 +113,7 @@ void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
        {
-               place_bold(player_ptr, y, x, gb_floor);
+               place_bold(player_ptr, y, x, GB_FLOOR);
                return;
        }
 
@@ -249,8 +249,8 @@ void add_door(player_type *player_ptr, POSITION x, POSITION y)
                (is_outer_bold(floor_ptr, y, x - 1) && is_outer_bold(floor_ptr, y, x + 1)))
        {
                place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
-               place_bold(player_ptr, y, x - 1, gb_solid);
-               place_bold(player_ptr, y, x + 1, gb_solid);
+               place_bold(player_ptr, y, x - 1, GB_SOLID);
+               place_bold(player_ptr, y, x + 1, GB_SOLID);
        }
 
        /* look at:
@@ -265,8 +265,8 @@ void add_door(player_type *player_ptr, POSITION x, POSITION y)
                is_floor_bold(floor_ptr, y, x - 1) && is_floor_bold(floor_ptr, y, x + 1))
        {
                place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
-               place_bold(player_ptr, y - 1, x, gb_solid);
-               place_bold(player_ptr, y + 1, x, gb_solid);
+               place_bold(player_ptr, y - 1, x, GB_SOLID);
+               place_bold(player_ptr, y + 1, x, GB_SOLID);
        }
 }
 
@@ -701,7 +701,7 @@ void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool roo
 
        if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
        {
-               place_bold(player_ptr, y, x, gb_floor);
+               place_bold(player_ptr, y, x, GB_FLOOR);
                return;
        }
 
@@ -753,7 +753,7 @@ void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool roo
        }
        else
        {
-               place_bold(player_ptr, y, x, gb_floor);
+               place_bold(player_ptr, y, x, GB_FLOOR);
        }
 
        delete_monster(player_ptr, y, x);
@@ -823,7 +823,7 @@ void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
        {
-               place_bold(player_ptr, y, x, gb_floor);
+               place_bold(player_ptr, y, x, GB_FLOOR);
                return;
        }
 
@@ -845,7 +845,7 @@ void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type
 
        if (feat == feat_none)
        {
-               place_bold(player_ptr, y, x, gb_floor);
+               place_bold(player_ptr, y, x, GB_FLOOR);
                return;
        }
 
@@ -994,7 +994,7 @@ void try_door(player_type *player_ptr, POSITION y, POSITION x)
 
        bool can_place_door = randint0(100) < dun_tun_jct;
        can_place_door &= possible_doorway(floor_ptr, y, x);
-       can_place_door &= !(d_info[player_ptr->dungeon_idx].flags1 & DF1_NO_DOORS);
+       can_place_door &= (d_info[player_ptr->dungeon_idx].flags1 & DF1_NO_DOORS) == 0;
        if (can_place_door)
        {
                place_random_door(player_ptr, y, x, FALSE);
@@ -1363,7 +1363,7 @@ void set_floor(player_type *player_ptr, POSITION x, POSITION y)
        }
 
        if (is_extra_bold(floor_ptr, y, x))
-               place_bold(player_ptr, y, x, gb_floor);
+               place_bold(player_ptr, y, x, GB_FLOOR);
 }